SPOILER! Kattints ide a szöveg elolvasásához!While we all eagerly await the start of Early Access 2, We thought we would share the preliminary patch notes with you.
Patch notes – Early Access 2
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Feature Deliveries
• Added Tier 7 vehicles to Dealer trees
• Optimizations to improve performance for all players
• Additional and independent sensitivity options for normal, sniper and artillery modes
• Additional cover to runway in Ghost Field
• Bugfixes to all maps
• Disabled dust particles in the garage
GUI Changes
• Garage interface improvements
• HUD improvements
• New Friends List
• Chat window minimizing
Vehicle Balance
• M2 Bradley
o Can now fire salvos of 2 missiles.
o Salvo reload increased to 24 seconds.
o Individual missile reload within the salvo is 2 seconds.
o Individual missile damage decreased by 25%.
• FV510 Warrior
o Guns have been set up to have a 6 round clip.
o Total ammo count decreased.
o Damage per round increased by 50%.
o Salvo reload reduced from 9 seconds to 6 seconds.
• Expeditionary Tank
o Rate of Fire increased by about 7.5%
o Improved the Expeditionary Tank's min reticule size
o Improved the Expeditionary Tank's max reticule size
• Begleitpanzer
o Damage decreased for all rounds
• FV101
o Decreased recoil from firing
o Damage decreased by about 10%
• M113
o Penetration for DM 43A1 API increased from 47 to 50.
o Penetration for DM 63 APDS increased from 48 to 53.
• M551
o M551 reload time increased from 12.55 seconds to 13.94 seconds.
o M551 minimum reticule size increased from 0.25 to 0.27.
o M551 aim time increased from 4.3 seconds to 4.6 seconds.
• M60A2
o M60A2 reload time increased from 12 seconds to 13.33 seconds.
o M60A2 damage decreased by 7.5%.
• MBT-70
o MBT70 reload time increased from 10.67 seconds to 12.7 seconds.
• AMX-10P PAC90
o AMX-10P PAC 90 damage decreased by 7.5%.
• T-62
o Damage increased by about 10% for AP and HE and about 15% for SC
o Rate of Fire decreased by about 5%
• AMX-10P
o Damage increased by 7.5%
General Game Balance
• High Explosive shells will now deal less damage to heavily armored targets. This is a global change.
• Penetration values for 100mm+ cannons have been globally decreased.
o Note that these above changes only apply to standard cannons - not ATGMs, artillery, or autocannons.
o These changes are more significant at low tiers than high tiers.
• Artillery Balance Adjustments
o Slightly decreased rate of fire for all artillery vehicles.
o Slightly increased salvo reload times for the Akasiya, Abbot, Palmaria, and PzH2000.
o Reduced damage on the Akatsiya and Palmaria.
o Slightly increased artillery aim times.
o Increased accuracy bloom rate from turret movement and pitch.
• Decreased accuracy bloom from movement, hull traverse, and turret traverse for all MBTs.
• Decreased reload times of ATGMs on higher tier vehicles.
Progression Changes
New Feature - Kill Streaks
• When a player gets a kill, this increases the amount of Reputation the player earns from all damage dealt in the match.
• These bonuses are cumulative, but small enough that a player will not be rewarded for poor decisions (e.g. kill stealing rather than shooting a more dangerous target).
New Feature - Spotting Streaks
• When a player spots another vehicle, the player gets a stacking bonus to the Reputation earned from damage dealt to vehicles the player is spotting.
• This is to help provide an additional reward for exceptional scouts.
New Feature - Base Capture Multipliers
• The Reputation and Credits earned from capturing an enemy base are now scaled based on the number of enemies alive at the time the base is captured. The more enemy players that are alive, the larger the bonus.
• This is to more heavily reward players who manage to accomplish epic base captures that decisively win the match, rather than just capturing a base with only one or two enemy stragglers alive.
General Economy Changes
• The scale on Reputation and Credits have been changed to allow for more granular rewards for matches.
Rewards Changes
• Slightly decreased the base value for playing matches.
• Slightly increased the reward for spotting.
• Slightly increased the reward for assists.
Cost Changes
• Decreased the Credit costs for buying all modules on a Tier 1 vehicle from 8000 to 6000.
• Decreased the Credit costs for buying all modules on a Tier 2 vehicle from 64000 to 32000.
• Decreased the Credit costs for buying all modules on a Tier 3 vehicle from 160000 to 128000.
• Decreased the Credit costs for buying all modules on a Tier 4 vehicle from 360000 to 256000.
• Decreased the Credit costs for buying all modules on a Tier 5 vehicle from 720000 to 512000.
• Decreased the Credit costs for buying all modules on a Tier 6 vehicle from 1080000 to 1024000.
• Decreased Tier 2 vehicle purchase cost from 16000 to 12000.
• Decreased Tier 3 vehicle purchase cost from 160000 to 120000.
• Decreased Tier 4 vehicle purchase cost from 640000 to 480000.
• Decreased Tier 5 vehicle purchase cost from 2560000 to 1920000.
• Decreased Tier 6 vehicle purchase cost from 4000000 to 3840000.
• Tier 1 Maximum Repair Cost decreased from 3200 to 1600.
• Tier 2 Maximum Repair Cost decreased from 3200 to 1600.
• Tier 3 Maximum Repair Cost decreased from 9600 to 7200.
• Tier 4 Maximum Repair Cost decreased from 16000 to 12000.
• Tier 5 Maximum Repair Cost unchanged.
• Tier 6 Maximum Repair Cost reduced from 28800 to 28000.
• Tier 1 Upgraded Ammo cost decreased from 2400 to 1600.
• Tier 2 Stock Ammo cost decreased from 6400 to 3200.
• Tier 3 Stock Ammo cost decreased from 10400 to 5200.
• Tier 4 Stock Ammo cost decreased from 24000 to 18000.
• Tier 5 Stock Ammo cost decreased from 41600 to 36000.
• Tier 2-4 Upgraded Ammo costs have been decreased at the same ratios as the stock ammos above.